Colonel Stagler has released a Spetsnaz FSB v2.0 addon on the BI Forums. Requires ARMA 2 Combined Operations.
I have had these on my hard drive for ages for private use after they got the WIP thread closed. These are a change in direction to the mediocre "modern" FSB I released about 6 months ago. I am releasing them today since Hcpookie released his heavy grenadier update including many new thermobaric and handheld launchers in use by the FSB, and I want the community to get the best of out these units as possible. These units have been thrashed about in SP and MP and work fine. There doesnt seem to be any major bugs. The mission scope for these units however is quite limited as ARMA is really a conventional warfare simulator, but I could see these being an excellent addition to the Forgotten Few Campaign by King Nothing.
And as always. Enjoy guys.
v2.0 Features
- Overall the look and feel of these units is generic "Police" Spetsnaz, maybe from groups such as Alfa, that were involved in the Beslan hostage crisis and several other missions in the North Caucasus region throughout the late 1990s and early 2000s. They wear overalls, armoured vests, and the distinctive helmets of the period. - 6 kinds of Operators wearing Gorka BARS. - 6 kinds of Operators wearing KZS one piece suits. - 3 Balaclava heads used by the units by default, can be used using setface or setidentity commands. - OA features compatible: Backpacks etc (OA thermal textures will come in a later update), and can administer first aid. - Equipped with default BIS MVD loadouts because they inherit directly from the BIS MVD classes (This is intended so any weapon replacement packs can work, or you can just set the weapons manually). This also means if you run ACE they will have ACE compatible loadouts. A weapon pack I recommend is Suddens excellent AK74M pack. - These units were the reason I started the Krinkov Pack
After almost one year of Development we, the GAF Team are proud to present you our first public demo release. This demo release doesnt only contain German vehicles, but also German vehicles used by the Danish and the Dutch Armed forces, namely the Mercedes GD, the Unimog U1300L as well as the MAN 10t Truck (a total of 74 different vehicles)
Keys, Pbos, license and documenation included in the archive
This is to be considered a public Beta release, features are limited and some bugs are to be expected
Blue Hills is a prime mission with a consistently high quality. In Blue Hills you will find a fascinating story about the resistance fighter Sahid, who help the KSK team to liberate four german UN soldiers. The attention to details is remarkable, and depending on your progress during the mission, the story unfolds more and more. Here you should always keep your eyes open. In addition to the role of the Sahid you must also fight as a unit of the KSK team in different parts of the mission.
Xeno426 has informed us about TGW Vehicle Fixes v1.551 release on the BI Forums.
This mod changes and adds to the way the new thermal imaging system is displayed and applied to vehicles in ArmA2 Combined Operations. The majority of ground vehicles have had their thermal sights tweaked in the following manner: gunners have a green thermal scope, and commanders have a red/orange scope (excepts in Russian vehicles, where the commander has the normal black/white scope). The affected vehicles are the Ka-52, Mi-24V & P, UH-1Y, BMP-3, BTR-90, T-90, AH-1Z, M2A2, Stryker variants, HMMWV CROWS variants, 2S6 Tunguska
changelog:
1.55 Added thermal to the 2S6 Tunguska Added proper lock and incoming missile warning systems to the C-130J, A-10, Su-25, Su-34, F-35B, AH-1Z, UH-1H/Y, UH-60, MH-60S, MV-22, Mi-24D/V/P Changed loadout on M6 linebacker so that it carries 2 stinger MANPADS plus 4 missiles Changed the name of the T-55 cannon to "D-10" Edit : updated TGW Vehicle Fixes v1.551 release
Blakeace has informed us about updated Blake's Autopilot v1.0.2 for Arma2 OA release on the BI Forums. This is a port of my autopilot for take on helicopters. The main benefit for this with arma is the automatic engagement of attitude hold when viewing the map if the autopilot isn't already engaged. It has the same modes as the TOH version. - Attitude hold - Heading hold - Attitude / Altitude hold It also contains a WIP terrain following mode for planes.
v1.0.2 - Fixed error where nothing was returned in the vector up z value calculation. - Implemented a yaw component to increase effective heading change. - Improved the terrain avoidance algorithm to be much more effective.
Yes! The official start of the LimnosRadio Season! We'll be covering every aspect of ArmA3 untill its release day with a show once every 2 or 3 weeks. The kickoff is today, and today we called with Ivan Buchta and Jay Crowe on the E3.
Evan Lahti has released an Arma 3 E3 hands-on preview: 8 important questions answered article on PCGamer. Here are some extracts :
Instead of writing a standard preview, I wanted to directly address these big concerns. I asked Twitter to give me Qs, and I’ve provided 1,400 words of As based on my hands-on.
Which improvements over Arma 2 did you notice immediately? (@keenanw) Scale and terrain detail. Creative Director Ivan Buchta gave me an exclusive look at Limnos by hopping around different points Arma 3’s editor. It’s more beautiful and authentic than any developer- or player-made island I’ve seen in Arma.
Myrina, its largest city, is easily two or two and a half times the area of Chernogorsk (Arma 2’s largest city). But it’s not just “more objects;” the variety of structures and the detail they’re granted makes the terrain feel much more developed and authentic. Buchta showed me an enterable airport terminal, a cemetery, a power plant, school playground, high school athletics track, a beach with colored umbrellas stuck into the sand, and a basketball court at night, lit by floodlights.
Exploring Limnos is going to be a joy. I can’t wait to fight in these areas; structures instantly appeared and felt less static, and less like cardboard facsimiles, as they sometimes do in A2. 80-90 percent of the buildings I saw were enterable.
Another instantly noticeable difference was lighting. The night section of the demo showed a few soldiers idling under a full moon with chemlights, a campfire, and other light sources around. The exception to this is the nightvision, which other than being a little less neon than A2’s pale green filter, still doesn’t really resemble authentic nightvision.
...
How do the new animations affect close quarters combat? (@craig_vg) You heard it here: Arma 3 is balanced for double lean. The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you’re crouched and hit Ctrl + W, you’ll poke your head and upper body up a bit. If you’re prone, you can twist to the right by hitting Ctrl + E.
There’s at least one ridiculous animation, too: when you’re prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn’t experience too much CQC in the demo, but mostly I’d expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We’ll finally have the movement flexibility to pop in and out of cover without being at a disadvantage
1. The platoons in the F2 OA Folk build have been re-organised, grouping 9 fireteams into 3 squads with dedicated squad leaders and medics. Each of the 6 faction-specific platoons now features 90 pre-placed units. All elements have dynamic markers and customised group IDs. Making large-scale infantry and combined arms missions is now faster than ever!
2. As before, the following attachments and crewed vehicles are available in each platoon: [LIST][*]Medium MG [*]Heavy MG [*]Medium AT [*]Heavy MG [*]SAM [*]Mortar [*]Engineers [*]Infantry Fighting Vehicle (x3) [*]Tank [*]Transport Helicopter (x2) [*]Attack Helicopter [/LIST]
Big thanks to everyone in the Folk and ARPS communities.
From the ReadMe.txt file:
2-6-0 | 07 JUN 2012 Updated OA Folk Platoons. Updated OA Folk Assign Gear Script. Updated OA Folk Group IDs. Updated OA Folk Group Markers. Updated Briefing File Template component. Updated manual: Various changes.
krazi has informed us about some E3 2012: ArmA3 Gameplay videos release on YouTube. ... just uploaded a ArmA3 gameplay movie brandnew from E3! Go ahead and let the folks see it:
The first Arma 3 *WIP* Preview at E3 2012 from the amazing devs from BIS! Unfortunatly the WebCam was at a bad quality, but still you get a view :)
Ota Vrtatko from Bohemia Interactive has informed us about the upcoming Arma 2: Army of the Czech Republic DLC project
Prague, Czech Republic Monday June 4 2012
Bohemia Interactive, the award-winning independent Czech development studio, proudly announces Arma 2: Army of the Czech Republic (A2: ACR), a brand new installment of the most authentic, diverse and open tactical military shooter series, Arma!
About Arma 2: Army of the Czech Republic
A2: ACR features a variety of authentically modeled units and vehicles together with detailed environments, demonstrating the various roles and deployments of modern Czech Armed Forces across varying theaters of war.
Storyline:
The civil war in Bystrica is at its end. But it’s not the end of fear for the people. War criminals like Colonel Miyovic still terrorize the country with their militia looting and murdering civilians. Forces of the Czech Republic Army are sent to restore order.
After restoring partial order in Takistan; Allied forces were able to send in a small number of provisional reconstruction teams. Unfortunately local rebels are still planning operations to damage the reconstruction process. However, Czech forces are operating in the area and that should help change the status quo. A2: ACR Key Features: •Czech Army - Bolster the Arma sandbox with a range of authentic Czech Army units and vehicles, including the L-159 Alca, Pandur II, and Dingo infantry mobility vehicle •Authentic Weapons - Pick from a range of new weapons, including those developed with Česká Zbrojovka a.s.: CZ 805 BREN, CZ Scorpion EVO III and CZ 75 PHANTOM •Diverse Missions - Deploy across 15 new missions in the singleplayer campaign, scenarios and procedural template gameplay modes •Verdant Environments - Explore the two new summer-season terrains: Bystrica and Bukovina
Bohemia Interactive´s CEO, Marek Spanel, added that: "We're very happy for the opportunity to bring this fantastic DLC which focuses exclusively on our home army, the Army of the Czech Republic. We want to use this opportunity to pay tribute to all those brave Czech soldiers who are risking their lives in service around the world.”
Blakeace has informed us about Blake's autopilot v1.0.1 addon release on the BI Forums.
This is a port of my autopilot for take on helicopters. The main benefit for this with arma is the automatic engagement of attitude hold when viewing the map if the autopilot isn't already engaged. It has the same modes as the TOH verison.
Attitude hold Heading hold Attitude / Altitude hold
It also contains a WIP terrain following mode for planes.
IceBreakr has released a new Island of Dingor v1.0 on the BI Forums. Arma2:CO and Lingor Island 1.4 or higher needed.
Features: - island is *same* as Lingor v1.4 (or higher), except the satellite imagery, ground clutter and vegetation (jungle removed, much less vegetation all around). - shortened roads to water in San Fernando and Encanto - everything else remains the same - it requires less powerful PC/GFX card in order to achieve high fps - AI can't sneak up on you using "special hearing and vision" powers since there is no more thick jungle - you have a much greater chance to survive against chupacabras, predators and other mysterious creatures that lurk around this land
Story Background (or make your own if there is a need) a) Molatia gave up on south Duala after decades of war and mounted a suprise attack on war-torn Lingor. They used special airborne chemical agents to wipe out most of the vegetation and including a fair share of population, too. Enjoy the new war b) Dingor - a successful HAARP test
Tip: Missions for Lingor should work for Dingor, just resave them.